??? FacilityIt's dark, you know that for sure. You're also rumbling and bumping along, so you're probably in some sort of truck. The floor beneath you is cold and metallic, and you can hear other mons around you.

A large bump tosses you to the side—you hit bars! You're in a cage! Better to keep cool, rather than fire off attacks when you can't see. The truck is slowing down now, though, and then it backs up. You must have arrived... somewhere! The door opens, and it takes some time for your eyes to adjust...Difficulty: FEChills: 10Pokémon Restrictions: NoneHeld Items: None may be brought. Items may be picked up mid-dungeon, however.Number of Players: 3

Any number of people may sign up. Post your chosen mon on sign-up. I will pick three mons that form a cohesive team.

If you would prefer to pair with a specific user who posted earlier in the thread, or want a teammate that can perform a specific role, let me know and I will take it in to consideration.

Clever Pokemon, you say? Well then, why not something with an IQ of 5,000?
EDIT: SubwayJ, LS, and I are teaming up because we're such cool bros.

Houdin the Alakazam(Move your mouse to reveal the content)Houdin the Alakazam (open)Houdin the Alakazam (close)

Alakazam* (Houdin) Male ♫Nature: Timid (-Atk, +Spe, +22% accuracy)Type: PsychicPsychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Magic Guard (DW ability- UNLOCKED): (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Blaze: (Type: Innate)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Solar Power: (Type: Innate) [DW, Unlocked]
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2)

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

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Salamence [Hirome] (Male)
Nature:
Lonely (+1 Atk, -1 Def)

Type: Dragon/Flying
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Intimidate: Type: Can be Activated
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.

Moxie: Type: Innate (DW)
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Type: Poison / Flying
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Type: Fighting/DarkFighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Abilities:Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.Plus (DW=Unlocked): (Innate) This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack.

Type: Poison / Flying
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.Infiltrator (Unlocked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Type: Fighting/DarkFighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recover HP. Thunder Wave has no effect on the Pokemon.Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.Motor Drive (DW): (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

[box]This tower seemed to have sprung up overnight. So say the townsfolk, at least.

It happened about two months ago. Since then, every two weeks, a child has gone missing from the small villa of Chohn. As you happen to pass through the town, the tale of grief reaches your ears. There are other wandering trainers around, as well, but they don't seem too concerned with it. Deciding that you could use a break in your monotony, you approach the parents of the latest victim, seeking information to aid your search.

Super Moderator

"I know we're new here, but that doesn't mean we aren't ready. Throughout our time together, we've had to do a lot of growing at a quick pace. These people need our help, so we can't back down now. Let's prove that we've got what it takes."

Scrafty (Bakom) (M)Just before he left, my dad gave this Pokemon when I was just a runt. He said some of his friends found it while spelunking in deep caves. The little guy's skin is a weird, opaque white; he must have spent a lot of time in the dark. It's taken a while, but he's finally warmed up to me. I can't wait to see what he can do in battles.

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
Shed Skin (Innate): This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Moxie (Innate): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Intimidate (Innate): When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Type: Dragon/DarkDragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Types: Ghost/DarkGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Weak Armor: (Can Be Enabled) The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.No Guard:(Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.Illusion: (DW UNLOCKED) (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion with the info on said Pokemon and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

------------------------------------------------We can't just let whatever's doing this get away... First my friend, now my cousin... I hope myself and any others can stop whatever monster awaits us up that tower! To protect myself along with the rest of the village, I must venture up with my Aurumoth and any others so we can put an end to this unjust evil...

The problem arises in that I have no RP trainer who isn't MIA (Walker) or wouldn't care about the tower (Demon Lord Itsumo). So, perhaps a new path must be forged... One without a trainer?

Mirage the Zoroark, Seeker of the Drifter

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<=====>(Illusion Form)Mirage (Female Zoroark)Hasty NatureType: DarkDark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilty:Illusion: Type: InnateWhenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Mirage may not be able to offer much defense, but she has a powerful attack with Rare Candy, and think of the possibilities with Illusion!

RP: Mirage is looking for Walker (the Drifter), but also has a good heart, so she is seeking to help out the village. I am (in)famous in ASB for stalling attempts, but that is not Mirage's hammer; here, I'll be forced to use attacks or creative use of Illusion (and Double Team) to move though the tower (U-Turning away if things get too rough). Outside of combat, expect frequent use of Illusion to get through the place (perhaps an army of illusionary guards walking through the place?). Also, keep in mind that Mirage is a Poke'mon, and can't talk to humans. Plenty of RP opprotunities there.

Is he here? No... but I might be able to gather some clues to his location in the tower... but will the village even let me go to the tower?

The site of the great old ones will drive anyone insane. For some, the effect is immediate. For others, it is delayed. But for all, for all it ends with insanity. Those so chosen by the great old ones will herald in a coming of an old age. Their minds will be lost to the sands of time, but their bodies will live on as the harbinger of their master.

Type: Grass/PoisonGrass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

I think we should try that tower. Do you think we should try that tower?

Yes, i think we should try that tower.

Ozzy@Expert Belt

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<Ivysaur> [Ozzy] (M)Nature: Naughty (+ Attack, - Sp.Def)

Type:Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

About: Ozzy was , in fact, Matezoide's first pokemon, being kidnapped by a mysterious group, Matezoide and Ozzy met again on a circus that used stolen pokemon for the shows. After defeating the thieves, Ozzy chose to go with Matezoide again after all this time. He bears no grudge against Steve for ''taking his place''.

Abilites:

Overgrow (Innate):

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)